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Read-onlyIdempotent

Reads your Civilization V seat's visible game data—empire, units, cities, map, options, and legal actions—as JSON with no side effects, so you can choose and verify orders.

Instructions

Read the game as my seat sees it: the empire, units, cities, civs and city-states, the map, the league, spies, the screens, and the choices open to me (research, policies, beliefs, trade routes). Read-only, no side effect, usable while it is not my turn. Use it before an order (its rows ARE the orders) and after one to verify; use reference for what things do, question for what a popup asks, turn for the turn's own state. How to call: what names the object, view the part of it (left out: the default view), id the one object. Objects and their views: empire: default, demographics notifications: default screen: tech_tree, religion, culture, culture_works, great_people, domination, spaceship, wonders, intrigue, trade_routes, deals league: default spies: default units: default, actions unit: actions, targets, tactical, home cities: default city: screen, production, strikes map: window, grid, index, frontier civs: default civ: summary, war, trade_catalog city_state: summary, full options: research, policies, beliefs, trade_routes, spy_cities compare: default Selectors, by view: x, y, radius for map/window and map/grid; radius alone for unit/tactical (centred on the unit); id for map/frontier (the explorer) and options/trade_routes (the caravan); mission for unit/targets; kind for options/beliefs and compare; detail ('summary' / 'full') where a view has both; since and limit for lists; item and yield_type for city/production to price one item; args for the rest by the old call's name. Returns: the object as JSON (a list for units, cities, civs; one dict otherwise), with actions or call rows wherever something can be done: each row is a complete order() call to copy. A wrong what or view is refused with choices, and for an object that takes an id, a hint saying where the ids come from (unit ids from units, city-state ids from the minor: true rows of civs). Replies are the 1.x reads' replies unchanged.

Input Schema

NameRequiredDescriptionDefault
xNomap/window and map/grid: the centre plot, with y
yNowith x
idNothe one object's id (unit, city, civ, city-state or spy; the explorer's unit id for map/frontier and the caravan's for options/trade_routes); a list of unit ids for units/actions
argsNothe rest by the old call's name (compare's fields)
itemNocity/production: price this one item
kindNooptions/beliefs: the belief kind; compare: what to compare
viewNothe part of the object, from the list below; the default view when left out
whatYesthe object: empire, notifications, screen, league, spies, units, unit, cities, city, map, civs, civ, city_state, options, compare
limitNohow many rows a list returns
sinceNonotifications: only those after this turn number
detailNo'summary' or 'full' where a view offers both
radiusNomap/window and map/grid: tiles around x, y; unit/tactical: tiles around the unit
missionNounit/targets: the mission whose legal targets to list
yield_typeNocity/production with item: the yield to price it in

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changedv2.10.0
    • changedInput schema / properties / id / description
      Previous value: -"the one object's id (unit, city, civ, city-state or spy); a list of unit ids for units/actions"New value: +"the one object's id (unit, city, civ, city-state or spy; the explorer's unit id for map/frontier and the caravan's for options/trade_routes); a list of unit ids for units/actions"
    • changedInput schema / properties / radius / description
      Previous value: -"map/window, unit/tactical: tiles around x, y"New value: +"map/window and map/grid: tiles around x, y; unit/tactical: tiles around the unit"
    • changedInput schema / properties / x / description
      Previous value: -"map/window centre or unit/tactical origin, with y"New value: +"map/window and map/grid: the centre plot, with y"
  2. Addedv2.7.0

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare readOnlyHint, idempotentHint, and openWorldHint=false, but the description adds usable-while-not-my-turn behavior, JSON return shape, action/call rows as complete order() calls, and refusal behavior with choices and hint fields. These are substantial behavioral details beyond the structured annotations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

It is front-loaded with purpose and usage, then organized into how-to-call, object/view matrix, selectors, and returns sections, which suits a 14-parameter multiplexed tool. It is still lengthy and repeats some selector details already present in the schema, so it is not maximally concise.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Although there is no output schema, the description explains the return type (list for units/cities/civs, dict otherwise), the presence of action/call rows, and error/refusal shape with choices and id hints. Given the complex view matrix, it supplies enough context for correct invocation and delegates deeper object semantics to the reference sibling.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, but the description adds high-value relational semantics that the schema cannot express: which views belong to each what, which selectors apply to which view, default-view behavior, and the args fallback. That directly helps an agent choose valid what/view/selector combinations.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Opens with a specific verb and resource: 'Read the game as my seat sees it', then enumerates the game-state objects it covers. It also explicitly distinguishes itself from reference, question, and turn, so an agent can identify it as the read-state tool without opening the schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly says to use it before an order because its rows ARE the orders, and after an order to verify. It names three sibling alternatives and their roles: reference for what things do, question for popups, turn for turn state.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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